Modern Rulebook
Stats: You can choose from any of the normal methods (point buy, standard array, or 4d6 drop lowest). Remember you will be starting at level 4.
Equipment: Everyone will get their usual starting equipment, plus 500 GP to spend on additional vanilla/modern equipment that isn't magical, potions up to uncommon rarity are allowed. We will be sticking to using normal d&d gold for all equipment, as the various races collectively hate using paper or electronic money, stubbornly sticking to physical coins.
Guns: If you would like to have a firearm and are picking a class that doesn't give you proficiency (basically anything not from the modern handbook), I'm going to use these guidelines: Classes that get access to martial weapons can use martial & simple firearms, and those with simple weapons can use only simple firearms. In addition you may forego one of your starting weapons with an appropriate firearm that isn't the Grenade launcher or LMG. This may vary from class to class however, so if there is any confusion please ask.
As far as damage goes, we will be using variant rules where guns do only 1d of damage.
Backgrounds: Consider how your character first came into contact with Lock, what they were doing before, how new they are to 'the other side', origins of power, etc. Have the usual traits/ideals/flaws somewhere, and if you wish to change aspects of a background (to acquire hacking proficiency for example) that can be arranged. If you need/want to reflavor your class to fit the backstory better go for it. Generally speaking everyone will be new members who have undergone training or trials either within Lock or through other means. Lock gives every 'newborn' a choice when they take notice of you: integrate with the world (use glamour when required, don't start trouble), work directly for them, or disappear. No evil characters please, Lock isn't considered nice, but it is a necessary job which demands sound individuals. Remember: Your character was recruited for a reason.